head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Practiced Mastery
Prequel chronicling Noble Team's doomed defence, with armour abilities reshaping multiplayer.

Execution · Pure Mechanics
An anime arena fighter where execution and reading opponents in PvP matter most.
Halo: Reach leans Execution (Practiced Mastery); My Hero One's Justice 2 leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Halo: Reach
DMR precision and armour-ability timing
My Hero One's Justice 2
combo execution, timing, movement in arena fights
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Halo: Reach
Multiplayer rewards predicting human movement
My Hero One's Justice 2
human opponents adapt combat choices live
Halo: Reach leans a little harder on variance, though the gap is small.
Halo: Reach
Loadouts and spawns add small swings
My Hero One's Justice 2
minimal randomness in combat resolution
Halo: Reach leans a little harder on optimization, though the gap is small.
Halo: Reach
Ability matchups and map knowledge
My Hero One's Justice 2
character/build selection, combo routing
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.